Ship

Fast Raid/Evade HC (Revised)

W

Walsst  ·  81 views  ·  2026-07-18

Fast Raid/Evade HC (Revised)
Improved Cruiser
Base Stats
Max Speed
Max Range
Organization
HP
Reliability
Supply Use
Manpower
Combat Stats
Light Attack
Light Piercing
Heavy Attack
Heavy Piercing
Torpedo Attack
Depth Charges
Armor
Anti-Air
Misc. Stats
Fuel Usage
Surface Visibility
Surface Detection
Sub Visibility
Sub Detection
Minelaying
Minesweeping
Weather Penalty
Threw out old design, went more violent this time for -1.5 speed. Key goals: - Deliberate affront to specialization, inter war dementia/psychosis we can beat the planes and subs with the heavy ship at home. You are sacrificing all non capital/carrier efficiency for this due insane doctrines. - Costs about as much 3 strong destroyers. (Or 5 specialist non-combat destroyers.) - Speed stacking (15% from doctrines not applied here, 10% from raider ship builder, 10-20% from admiral, 5-15% from naval chief of staff.) Aiming for vaguely 52-55. Your mileage will vary based on chief of staff options. - Visibility down spam (-25% from mio, -20% from admiral.) Aiming for ~9 visibility. - Above two give very high evade, but we also have enough armor that destroyer light guns do ~ 1/3rd damage here. - 60% Screens without screens from doctrines and army spirits (Torpedo resistant, high speed already gives torpedos's low single digit hit chance. +24% hit chance factor for our attacks.) - Griefs air, and has enough hit chance stacking (Stable platforms, screening bonus, fire control+radar upgrades in the future) to grief light ships.

Comments

1
123 2026-07-18
0
So good at speed and balansed in other stats
W
Walsst OP 2026-07-18
0
Its sort of the happy accident I'm going with here. The primary stat is the defenses and speed, since we dodge nearly all heavy attacks, even more torpedos, and we resist light attacks while dodging a large % of those, we have high air attack and decently high HP so we are much less likely to get killed by aircraft. The variety of attack types is there because we have a lot of accuracy bonuses here, so just being able to hit anything (Cruisers, destroyers, armored ships) makes it a more flexible principle surface combatant instead of just a raider, but the depth charges could go away if you weren't a memelord and you could accept a lower cost, or like, maybe a scout plane or more AA attack (44 air attack should be possible here.... Which is a comedy level of air attack.)
SWISH
SWISH 2026-07-20
0
Really nice, but yea like you mentioned, the depth charges could be dropped since you aren’t really aiming at hitting subs with this and its sub visibility isn’t really good
W
Walsst OP 2026-07-20
0
@SWISH I mean sub visibility is a very buggy stat, most sub reveals are from the start of combat 16 our debuff or torpedo reveal chance. (This gets weirder since, I believe there is a bug that multiplies air on submarine spotting chances to 0 despite the game clearly trying to let planes hunt subs.) You can max sub spotting and still need a 15 day patrol to find the least stealthy subs AFAIK. Real reason to drop the depth charges is the extra AA gun lets you reach the point where you block 50% of air 2 surface attacks with your air attack early game, late game you block 60% solo (But realistically, you only need 5-6 ships working in unison to max out anti-air attack/air defense once you max out the AA guns depending on your advisor quality.)